Blender crashes after pressing ctrl+shift+g in a new geo nodes tree #86677

Closed
opened 2021-03-17 21:15:46 +01:00 by Simon Sommer · 9 comments

System Information
Operating system: Win 10
Graphics card:

Blender Version
Broken: 2.92.0; 2.93a

Steps to reproduce:

  1. create new geo nodes tree
  2. press ctr+shift+g
  3. select any option
**System Information** Operating system: Win 10 Graphics card: **Blender Version** Broken: 2.92.0; 2.93a Steps to reproduce: 1. create new geo nodes tree 2. press ctr+shift+g 3. select any option
Author

Added subscriber: @CreatorSiSo

Added subscriber: @CreatorSiSo
Member

Added subscriber: @lone_noel

Added subscriber: @lone_noel
Member

I can reproduce this. This also happens when using Select Grouped/ ctrl+shift+g in any empty node tree or empty node group.

I tried to have a look at it and the issue seems to be that, when being in an empty node tree/node group (either after creating an empty one, or deleting all nodes except for the input and output) there is no active node.
This results in a crash when node_select_grouped_exec is run and it tries to select the active node with nodeSetSelected(node_act, true).

The crash can be prevented by adding a null-check after getting the active node and returning early, but I'm not sure if that is considered a proper fix.

diff --git a/source/blender/editors/space_node/node_select.c b/source/blender/editors/space_node/node_select.c
index 704b7350bb9..5711a652d8b 100644
--- a/source/blender/editors/space_node/node_select.c
+++ b/source/blender/editors/space_node/node_select.c
@@ -370,6 +370,9 @@ static int node_select_grouped_exec(bContext *C, wmOperator *op)
 {
   SpaceNode *snode = CTX_wm_space_node(C);
   bNode *node_act = nodeGetActive(snode->edittree);
+  if (!node_act) {
+    return OPERATOR_CANCELLED;
+  }
   bNode *node;
   bool changed = false;
   const bool extend = RNA_boolean_get(op->ptr, "extend");
I can reproduce this. This also happens when using *Select Grouped/ ctrl+shift+g* in any empty node tree or empty node group. I tried to have a look at it and the issue seems to be that, when being in an empty node tree/node group (either after creating an empty one, or deleting all nodes except for the input and output) there is no active node. This results in a crash when `node_select_grouped_exec` is run and it tries to select the active node with `nodeSetSelected(node_act, true)`. The crash can be prevented by adding a null-check after getting the active node and returning early, but I'm not sure if that is considered a proper fix. ``` diff --git a/source/blender/editors/space_node/node_select.c b/source/blender/editors/space_node/node_select.c index 704b7350bb9..5711a652d8b 100644 --- a/source/blender/editors/space_node/node_select.c +++ b/source/blender/editors/space_node/node_select.c @@ -370,6 +370,9 @@ static int node_select_grouped_exec(bContext *C, wmOperator *op) { SpaceNode *snode = CTX_wm_space_node(C); bNode *node_act = nodeGetActive(snode->edittree); + if (!node_act) { + return OPERATOR_CANCELLED; + } bNode *node; bool changed = false; const bool extend = RNA_boolean_get(op->ptr, "extend"); ```
Member

Added subscriber: @lichtwerk

Added subscriber: @lichtwerk
Member

Changed status from 'Needs Triage' to: 'Confirmed'

Changed status from 'Needs Triage' to: 'Confirmed'
Philipp Oeser self-assigned this 2021-03-18 10:29:05 +01:00
Member

Can confirm, will check.
Also : thx @lone_noel for the patch, that is already helpful, I'll see if we can bring this to do the same as for shading nodes

Can confirm, will check. Also : thx @lone_noel for the patch, that is already helpful, I'll see if we can bring this to do the same as for shading nodes

This issue was referenced by 1e1d96f0a8

This issue was referenced by 1e1d96f0a87c7ad72d54ae00d9b4f93307aba5ad
Member

@lone_noel : I was thinking for a bit if it would be better to ensure an active node for geometry node trees to begin with (like other nodetrees do), but it turned out that deleting an active node in the other nodetrees would equally crash.
So yeah, your solution is really the safest here, thx!

@lone_noel : I was thinking for a bit if it would be better to ensure an active node for geometry node trees to begin with (like other nodetrees do), but it turned out that deleting an active node in the other nodetrees would equally crash. So yeah, your solution is really the safest here, thx!
Member

Changed status from 'Confirmed' to: 'Resolved'

Changed status from 'Confirmed' to: 'Resolved'
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Reference: blender/blender#86677
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